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Messages - Hugo_The_Dwarf

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61
DF Modding / Re: Is there any way to have a syndrome give a secret?
« on: August 03, 2019, 12:22:21 am »
I guess it would have been better if I said "post the interaction" because in the dragon blood that looks correct. Wait, I see the issue. Check your errorlog I'm betting 100% that stuff is getting logged there

What you're doing (from OP post)
Quote
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
   [BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
      [SYNDROME]
        [SYN_INGESTED]
      [CE_CAN_DO_INTERACTION:START:0]
      [CDI:INTERACTION:PYROMANCY]

What it should be (basically just moving a line)

Quote
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
      [SYNDROME]
        [SYN_INGESTED]
      [CE_CAN_DO_INTERACTION:START:0]
      [CDI:INTERACTION:PYROMANCY]

   [BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]

62
Following up on this, would putting a METAL_ORE tag on a gem make it be able to be used the same as a stone? And would only the uncut version be considered an "ore", or would the cut version be able to be smelted too?

I don't think so, because GEMs when mined drop the item type ROUGH (for uncut gems) and cuts gems are SMALLGEM and large cut gems are GEM and I don't think the vanilla smelter reaction looks for those item types just BOULDER types with METAL_ORE on them

you could make a custom reaction that could take them, and spit out a metal

63
DF Modding / Re: Is there any way to have a syndrome give a secret?
« on: August 03, 2019, 12:12:01 am »
does the interaction have the relevant [I_SOURCE:INGESTION] setting in it?

64
DF Modding / Re: How do you feel about Mineral Names in DF?
« on: August 02, 2019, 09:17:00 pm »
I'm going to reflect those plant compressions in my streamlined. Are there any other plants/trees/rocks etc that you've seen could be compressed to a single entity or group?

65
DF Modding / Re: How do you feel about Mineral Names in DF?
« on: August 02, 2019, 03:03:29 pm »
I'd be down for this project to move forward in a more "simple men like me know what this rock is right off the bat"

I had a few modders trying to help me with a streamlined mod, trying to make extra copies of plants and creatures into more generic ones. Like how there is a metic load of gibbons, or several types of wheats that are basically the same.

66
Several days of me working on it off and on. It is done??
http://www.bay12forums.com/smf/index.php?topic=174396.0

I tried to get close to the games art regarding walls, but had to make some cuts regarding it.

67
Tilesets and Graphics / Rogue Fable II Tileset
« on: August 01, 2019, 10:02:37 pm »
This Tileset was brought on by the forum post http://www.bay12forums.com/smf/index.php?topic=174378.0 and takes artistic inspiration from the New Grounds rogue-like "Rogue Fables II"

The game itself is 40x40 but this set is 20x20 as most graphics in RF2 is basically extra thick (1x1 pixel is actually 2x2 in the game)

NOTE: I am perfectly fine with anyone taking this, and improving it, or using it as a base or parts for any other tilesets. I made this on a whim for the above mentioned post, and not really going ham as something I'll be supporting. So really this exists as a one off from me. Feel free to take/salvage/butcher this as you see fit (crediting me would be nice, but not needed either)
DOWNLOAD

Files inside the .zip are:

RF2ts.png - this is the exported tileset for use
RF2ts.xcf - this is the GIMP project file (I use GIMP for my photo editing/art)
RF2ts.psd - GIMP let me export the .xcf projectto a Photoshop format (not sure if this works for PS or not as I don't own it)

Some Changes also need to be made to make the set "look" *better*

data/init/init_d.txt
-[PILLAR_TILE:28]

raw/objects/plant_grasses.txt
-All surface grass tiles that are '.' or ',' or '`' or ''' should be changed to 29
-All cavern grass tiles that are '.' or ',' or '`' or ''' should be changed to 18


68
Here's some samples of it, not truely like the game, but I tried (just have the rest to do, and to make a custom Pillar Tile

Spoiler (click to show/hide)

I have a "streched" default DF curses set on the backdrop to fill in the stuff I'm not done yet.

69
It would appear, but I think you'd have to [M]elt it as digging it out would yield BOULDER not BARS. So you'd essentially be mining BOULDERs of METAL

Hmm, I can work with that. As long as it doesn't cause a crash or anything metal boulders will be fine for my purpose. Thanks

That's uh, techncially a ore from a certain standpoint, or least it should in theory convert perfectly to bars.

"Ore" as you call it has a tag called [METAL_ORE:metal:yield-chance] so technically I guess you could give something like IRON [METAL_ORE:IRON:100] and in theory (just going with it) it'd be smelted like any other ore. If not you'll have to designate it to be [M]elted in game

70
It would appear, but I think you'd have to [M]elt it as digging it out would yield BOULDER not BARS. So you'd essentially be mining BOULDERs of METAL

71
I'm giving it a go, just taking screen caps from the game, and then mocking up some walls, the floor is done. easy. the walls are a bit, because I have to emulate that the wall is double sided (counts as the top and bottom wall, left and right)

But yeah might not look anything close to the game, more like "inspired by" in a sense

However I've been more of a "DF raw modder" than a "Tile-set creator" so probably a true tileset maker could whip it up easy as pie and have it still fit in the game perfectly

72
took a screencap and traced one of the tiles (A door, was the easiest to tell what was a full tile) and it'd be a 40x40 tileset but since everything is like 2-pixels thick, probably could slap it down to a 20x20

73
It would be doable, to a degree. You'd have to figure what "wall" texture you'd want (probably the cobble stone/brick one) same with the floor.

But it could never be 100% however the guys working with DFHack's render stuff might know how to make a "type" of wall look like a wall (brick, metal, wood) I think Meph has something similar with his MW mod. But I think the closest would be like 90% close?

74
DF Modding / Re: SUMMONING & MORE CONFIRMED FOR VILLAINS RELEASE!
« on: July 25, 2019, 05:56:10 pm »
the summoning is a big yes from me,

polymorph/transformation stuff is also a big yes, if it's been worked in a way that allows for easy or conditional evolution (either way an overhaul to it is much welcomed)

the Force stuff is cool, wonder if there is also a way to make it "pull"


My only question is, Will the interaction using in fortmode be fixed? IE creatures using ALL interactions they can at once, and only using them in combat (in which they are involved in, aka being an attacker)

75
I've just added some Comments (some just personal opinion) and my Modders Knowledge to some scenarios. I didn't answer it all, as some of the points are points only a mod's author/visionary (I believe) should be the one to have the say in.

Quote
VSR gives animal people grasping tails
This adds a lot of changes to the base files and I'm concerned about side effects, such as mittens going on tails and such. I also have a bit of trouble seeing how legless animal people can use their tails to attack or hold things, seeing as they're currently using it for balance.

if the tail lacks a LEFT or RIGHT token it should be fine, because crafted gloves have "handedness" so they shouldn't be putting a glove on it. If anything creatures that use it for STANCE will probably have socks and boots

Quote
VSR makes animal people dwarf sized
I actually prefer the flavor of vanilla, to be honest. I see Revised as being about look and feel first of all, bug-fixing second, and gameplay tweaks a distant third. This leaned a little too far into "gameplay tweaks" territory for my comfort.

I feel any "small" creature should be between 50k and 60k Kobold/Goblin sizes. But mid sized creatures would be 70k Human sized and maybe 80 to 90k for the "large" creatures, but I could see that being a lot of work to go through and adjust those sizes for those animal-men

Quote
VSR gives worm people utterances and buffs them
See the comments about gameplay tweaks. I did integrate the skill improvements Warlord255 added for all(?) animal people, but worm people were buffed above and beyond this. I'm on the fence, so I didn't add it. I'm not sure off-hand what all the UTTERANCES tag does, so I erred on the side of caution.

Only commenting on the UTTERANCES portion. UTTERANCES from testing from another modder, and validated by me and others. Just makes it so the creature will use RNG gibberish language, it was previously believed that it would incite war with them if they were a civ, but that was due to not having CAN_SPEAK.

Also you can combine CAN_SPEAK and UTTERANCES to have a speaking race that just doesn't use a translation and names everything in gibberish.

Quote
VSR rework crows and magpies as proper creatures, not vermin
Why can't they be vermin? I can see why it's inconsistent with other creatures, though. The new Modest Mod thread has at least one person suggesting that more creatures be made vermin. It means quite a few changes from vanilla either way though, so I'm wary of it.

Currently I'm going off of bodysize to make something VERMIN or not, because somethings are like 30k and vermin but then something that is 20k is not? doesn't make sense. Also they're so small they don't even yield much in butchering so being a full creature is more of a joke. However doing this as you've stated is quite a change to vanilla, I just wanted to add my 2 cents (more creatures should be vermin)

Quote
VSR makes sharks and carp crazed
I'm concerned I've already gone too far in the "make the game arbitrarily harder" direction, with all the CURIOUS item stealing tags everywhere and the new harder farming changes I integrated. This doesn't seem particularly realistic either, to be honest.

having them CRAZED would just mean they'd attack anything that isn't a SHARK or CARP. Basically making them an apex predator. Ofcourse that means anything going into the ocean or rivers/lakes (undead, wild, civilized) is gonna get attacked by these things.

Carp already enjoy attacking people, this would just make them more hostile than badgers.

Quote
VSR gives cave_adapted to underground creatures
Interesting change. I was on the fence about it. I ended up not adding this because it needed quite a few changes and I didn't think it would come out in gameplay enough. I also want to do proper gameplay testing for this release and to be honest I didn't feel like adding this to my testing to-do list.

Personal Opinion here, if they're already underground creatures they should already have a perfect LOW_LIGHT_VISION but maybe a lower VIEWRANGE (under default 20) however be able to SENSE or SMELL really good. However creatures like Dwarves tend to be a mix of underground yet surface faring creatures, so being able to "cave_adapt" makes sense in their context, and the vomiting from one that's adapted to the underworld.

Quote
VSR removes vermin attacks because they don't attack correctly
I've never noticed this coming out in-game as a bug? I'm wary of including fixes for things that don't actually affect my gameplay, but I might be wrong about this one.

I've never seen this as an issue either. The worse case could be when an Animal_Man CV is applied, but I'm sure the CV removes all ATTACK tokens anyways, then re-adds attacks after.

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